Add flashlights to CM armor

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DaddyT
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Joined: 26 Jul 2015, 20:51

Add flashlights to CM armor

Post by DaddyT » 27 Jul 2015, 11:44

CM Version (alpha or Regular):
Both

Summary (a quick, 2-3 sentence summary):
Adding flashlights to CM armor. To balance the removal of having to carry flashlights, add a battery drain and recharge to suit lights.

Benefits (How this will benefit the server and game as a whole):
It will give marines who have been captured the ability to actually see. It will also allow for a valuable carrying space to be opened up. The drain and recharge would make it so strike teams are nore focused on time as they might lose vision.

Details (Description of how you think this would work, the benefits, etc):
Lgiths built into armor would appear and fucntion exactly like hardsuit helmet lights. The only difference being they use power over time. This power recharges when turned off, but if power is drained past a certain amount (let's say 10%), you won't be able to turn it back on until it charges up (let's say to 20%). Each tick would recharge the battery by a certain amount, but only when it is turned off. Flashlights would still exist, but they would no longer produce light when stuffed in a pocket.

I think this would help with immersion a lot as well as freeing up room in the pockets for ammo/grenades/knives. It would bring the game closer to the original lore as well. Would also prevent people from dicking around in the caves since their light is limited without flares. Would definitely make flares more useful as well.

Implementation (Optional, if you have an idea how to implement it):
Creating the light like on the hardsuit is a piece of cake. However, I'm not sure off the top of my head how to creat the initial charge function for the light.

Once the charge is set up, the rest is just a series of if statements. Each light would have it's own power variable set to 100 and a active variable set to off by default.

If active == on
For each tick reduce power by 1

If power is below 100 AND active == off, then increase power by 1 (or whatever tests best) for each tick.

If power == 0 set active to off

When someone attempts to enable it
If active == off and power is >= 10
Do nothing
Or
If active == off and power is >= 10
Then disable acrive switch (i think the first one is more friendly)

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Sargeantmuffinman
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Joined: 01 Apr 2015, 14:31
Location: Mean while in Europe somewhere.

Re: Add flashlights to CM armor

Post by Sargeantmuffinman » 27 Jul 2015, 11:50

It's on the squad leader armor................

DaddyT
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Joined: 26 Jul 2015, 20:51

Re: Add flashlights to CM armor

Post by DaddyT » 27 Jul 2015, 11:54

I'm talking about all marine armor, not just SL. And I don't think there is a drain on SL's light. Unless I missed it, it stays on just about indefinitely.

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UnknownMurder
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Joined: 15 Dec 2014, 08:03
Location: Ascension

Re: Add flashlights to CM armor

Post by UnknownMurder » 27 Jul 2015, 13:36

No, only Squad Leader gets them or there will be Rambo Marines.
Image

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Rahlzel
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Location: USA

Re: Add flashlights to CM armor

Post by Rahlzel » 27 Jul 2015, 14:56

SL's get them, and there's too much light now anyway - attachments, etc.

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